Pervasive design. Håkan Gulliksson 3 rd edition 2014
|
|
- Oswald Caldwell
- 5 years ago
- Views:
Transcription
1 Pervasive design - Håkan Gulliksson 3 rd edition
2 Published 2014 by Videoiterna Lummerstigen 12, Umea, Sweden Håkan Gulliksson All rights reserved. No part of the material protected by this copyright may be reproduced or used in any form, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permission from the copyright owner. All images in this book copyright Håkan Gulliksson. Used with permission. All rights reserved by Håkan Gulliksson. Limit of Liability/Disclaimer: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book. Neither the publisher nor the author is engaged in rendering legal, accounting, or other professional services. If legal advice or other expert assistance is required, the services of a competent professional should be sought. ISBN Hakan Gulliksson
3 Table of Contents INTRODUCTION... 9 OVERVIEW PART 1: INTERACTION FRAMEWORK HIT Interactors Main character H Information Interactor, I The Thing, T Group and -Net-work Team Family Friends Modes of existence Modes of existence listed Context, it is everything else Digital ground, ecology and habitat Dimensions of context space Modelling and interpreting context Uses of context Real, Virtual and Augmented reality Context of H-I/T interaction Context of I-T interaction Story as context Summary of challenges with context HIT Interactions Human reference interaction, H-H Interaction, H-I/T Interaction I-I Interaction I-T Interaction T-T Interaction as a joint venture Presence and awareness
4 1.6.2 Computer-supported co-operative work Computer support for other groups Effective interaction Social quality of service Interaction by command Taxonomy for command based interaction PART 2 SERVICE AND SERVICE DESIGN SUPPORT Service Infrastructure support Cognitive and intelligent support Ubiquitous/Pervasive computing support Challenges for user interface design Calm technology Slow technology Modal support and signs Visual components Sound components Multimodality Signs and semiotics Media systems support A generic media distribution system Media content Future TV, an example media Experiences and an aesthetic experience Sensory level of experiences Emotional experiences Intellectual experiences Social experiences Contextual level of experiences Experiences at the practise level Pleasure, fun and humour Aesthetic experiences Meaning and value Meaning Properties of values Values with ethical implications in design Characterisation of values in design Hakan Gulliksson
5 2.9.5 Structuring values Lists of values Reflective and Discoursive support Social and emotional support Persuasion Story based support Play and performance Socio-technical support Implement, produce, deliver and dispose Top down and bottom up Emergence System support for application development PART 3: DESIGN OF PERVASIVE SERVICES Design evolution Goals of product development Experiences as goals Valued products that motivate Meaningful products Product as a story and social relation Usability Sustainability as the goal for HCI Design process(es), design space(s) and designer(s) Process of product design Service design Activity centred design - process and guidelines Experience-oriented design process and guidelines Value based design Designing the design project Design space Designer(s) Vision and design space exploration Exploring the vision Sketching Vision and story Mobile application - design space Pervasive services - design space
6 3.3.6 Ethics and critical design Reflective design Beautiful design When not to design and when to undesign? Where do we stand? Requirement analysis Overview of tools for requirement analysis Scenarios Prototypes Context analysis Who is the user? What is the task? Stage analysis for pervasive computing Evaluation, humans appraise it Design guidelines Evaluation techniques Evaluation of mobile and pervasive systems Concept design Metaphor Concept design by story Tools for concept design Participatory design by performance and play Information design More on information design Windows Information elements and presentation techniques Information design by affordance and story Information screen element selection and configuration Setting the stage for pervasive design Home interior Guidelines for pervasive systems Interaction design More on interaction design Interaction objects Read and write Identification Navigation Choice Manipulation System control Interaction design and story Magic and interaction Pervasive interaction design Hakan Gulliksson
7 3.9 Appearance design Interface design Affordance Visual and other types of appearance Story and visual appearance Using semiotics for analysis Branding Webpage design and guidelines Mobile devices Pervasive systems Evaluation of appearance PART 4 DESIGN OF JOINT VENTURES Reiterating questions of design Norms and ethics Privacy and integrity Design of design for joint venture, H-I/T-H Metaphors for joint ventures Designing for a sustainable character Having a sustainable character Personal informatics Reflection Behaviour change FITBIT flex Sustainable character by design summary without conclusion Design with community as a joint venture Dialogue labs Design game Values and joint venture design Design by storytelling Design by performance as a joint venture Design for appropriation Appropriation in pervasive design and computing Design for community support Target community Recruitment and assimilation of new members Meaningful experiences Awareness Contribution
8 4.8 Designing a social game Game Play Game Story Game mechanics Designing a home for a family Patterns for exploring the house Designing for sustainability Transdisciplinary framework Circumstances in HCI Criterias for HCI Persuasive design examplified at the community scale Pervasive design for sustainability a provocative example Black Swans Incidit in Scyllam, qui vult vitare Chary'bdim APPENDIX: PATTERNS FOR HOUSE TOUR Existential questions Contributions and imposed limitations Deployment and adaptation Usability Technology Experiences REFERENCES INDEX (SUGGESTIONS ON WHAT TO SEARCH FOR IN THE TEXT) Hakan Gulliksson
9 Introduction Humanity how has at its disposal the tools to fundamentally change its living environment, again, and in a short time. At the same time it is facing formidable challenges lack of resources and climate change to name a few. Innovative use of technologyis one way to manage, perhaps the most humane way to cope. This is a book about computer based interactive systems design. In particular it discusses computer based systems that provide services to a number of mobile users in their everyday lives, a kind of systems often referred to as pervasive. Why then is this book important? Technology evolves and the number of possible interactions increases. Opportunities abound for design applications for new categories of users, in novel situations, environments, and activities. In this text prefer to choose examples from life at home, but technology will permeate all kinds of contexts, including hospitals, schools and other settings for work and leisure. Along with possibilities come problems and since humans are involved we really need to understand where we are heading. Otherwise, how can we control development? The text aims to promote the design of mobile and pervasive systems, and to emphasize the depth of the area. The future of design is seen from a systems thinking perspective, and the book can be used as a practical guide for daily design work, providing many models, ways of thinking and conceptual tools. A story is told answering some questions, but as many new ones are introduced. Looking for the right questions is a prioritised never ending design task. The structure of the book is as follows. After a short overview chapter part 1 introduce the interactors and interactions. Characteristics of representation, perception and processing are sketched for the Human (H), Information (I) and the Thing (T). Next, different contexts such as location, virtual reality, and stories are introduced as design tools. A discussion of different types of interaction, such as joint ventures concludes the first part. 9
10 In part 2 we discuss services and service support. We will cover quite a lot of ground, from infrastructure and media support, via experiences and values, all the way to implementation. Part 3 is the core of this book, devoted to design. It is also the largest part of the book, about half of it, totalling around 300 pages. After a first section on goals, the design process is stepped through, emphasizing the role of the story. In depth thoughts on mobile and ubiquitous design are added, with examples mostly from everyday environments and situations. Guidelines extracted from research complement the presentation. They are what they say, guidelines that have to be re evaluated and perhaps ignored in a particular design project. It is important to learn from history and no designer can work in a vacuum recalling and reimagining all possible aspects and possible consequences of any product all of the time. Part 4 finally is future oriented and explores the concept of design for joint ventures. Formulating hundreds of pages with useful unique thoughts is quite a task. To ease the burden the text mostly refers to others, giving numerous references to their thinking. On the other hand, it is quite easy to present a unique combination of thoughts and we are sure that you have never seen anything like the convolute in this book. The format is personal, and we hope that the hiccups introduced by comments and small illustrations are made up for by their well meant intent to inspire. Since we focus on future design a beginner to the area of human computer interaction could face some problems, and even if beginners would learn a lot, we think they will miss even more and would be better off to choose a good introductory texts on user centred interaction design, e.g. (Norman, 2002) (Dix, 2003) (Cooper, 2004) (Shneiderman, 2009) or (Preece, 2011). This is the second published edition of the text and both the text and the ideas have improved. One year weiser. I hope you will enjoy it. Umeå University, March Hakan Gulliksson
11 Requirement analysis, 269 Restorff effect, 442 RFID, 175, 402 Rhythm, 122, 441, 458 Sound, 459 Rich picture, 281 Roles, 27 Routine, 118, 363, 365 at home, 30 Rule of reciprocity, 426 Scan, 407 Scenario, 250, 273 Comic strip, 274 Scene, 64 Schema, 63, 307 Schematics, 329 Science fiction, 246 Script, 63, 156, 307 Scroll, 416 Seamful design, 258 Seams, 489 Search, 408, 416 Secondary group, 27 Security, 427 Seductive Application, 165 Seductive experience, 167 Segmentation, 95 Semantic turn, 485 Semantic web, 102 Semiotic, 351 Semiotics, 127, 459 Sense, 152 Sensor, 45 Sensor abstraction, 58 Sensor based interaction, 98 Service, 14, 97, 216 as a relationship, 203 as a story, 203 Definition, 14 Service appliance, 100 Service avatar, 99 Service blueprint, 99, 249 Service design, 14 Service ecology, 101 Service element, 101 Service encounter, 99 Service ensemble, 99 Service interface, 99 Service moment, 99 Service safari, 466 Service staging, 321 Service touchpoint, 99 Service-dominant logic, 482 Setting, 61 Shape, 121 Sound, 123 Shareability, 525 Sign, 127 Silence, 123 Simulation, system design, 214 Sitemap, 328 Situated action, 287 Situation, 39, 40, 59, 61, 139, 188, 220, 235 Six thinking hats, 316 Sketching, 245 Slow design, 232 Slow technology, 120 Smart clay, 23 Smart dust, 23 Smart house, 110 Smart skins, 23 Smartphone, 23, 105, 181 Smoke game, 319 Social awareness, 89 Social choice, 419 Social computing, 161 Social environment, 80 Social identification, 398 Social interface, 163 Social manipulation, 425 Social navigation, 403 Social networking sites, 103 Social presence, 80, 89, 91, 92 Social quality of service, 90 Social service, 162 Social status, 439 Social support in user interface, 162 Socially competent, 80 Society, 473 Software widget, 176 Somesthetic information, 334 Sonification, 125 Sound, 123 Characteristics, 351 Display, 324 Interior design, 353 Large screen, 346 Mobile, 387 Narrative, 61 Soundscape, 125, 325, 353 Space, 39, 40, 54 Location, 53 Spatial navigation, 404 Spectacle Definition, 86 Metaphor, 487 Spectacle computing, 487 Speech act, 453 Speech recognition, 383, 423 Speed dating, 276 Spell, 435 Spime, 23 Spiral model, 215 Stakeholder, 270, 281, 283 Statistical indexing, 414 Story, 15, 60, 70, 241 Analysis, 66 Concept design, Hakan Gulliksson
12 Design phase, 246 Pervasive, 314 Story of existence, 556 Story of the future, 556 Storyboard, 250, 274 Guidelines, 274 Storytelling, 250, 515 Design process, 515 Tools, 314 Styling, 461 Summative evaluation, 291 Survey, 295 Suspension of sound, 123 Suspension of disbelief, 46 Sustainability, 210 Symbol, 127 Symmetry, 440, 441 System Analysis, 270 Design, 214 Evaluation, 290 Validation, 290 Verification, 290 System control, 96 Tactile, 391 Tactile experience, 334 Tactile information, 334 Tag, 399 TAM, 157 Technology acceptance model TAM, 157 Tangible bits, 374 Tangible user interfaces, 98 Task, 41 Definition, 41 Task model, 287 Team spirit, 26 Technology acceptance model, 157 Technology biography, 317 Technology probe, 317 Technology probes, 318 Technomethodology, 187 Tempo, 458 Sound, 123 Tension, 122, 457 Test, 214, 290 Text input, 396 Theory of consumption values, 196 Thing, 21, 490 Think aloud, 297 Timbre, 125 TIP, 82 Top-down design, 236 Touch screen, 387 Touchpoints, 99 Tracking, 410 Transformation, 47 Transitions, 488 Transparency, 110 Transparent, 373 Trust, 51, 89, 107, 112, 207, 209, 258, 260, 303, 428 TV, 129 Ubiquitous computing, 113, 117, 188, 424 Ubiquitous design, 256 Evaluation, 300, 302 Prototype, 277 UML, 219, 274, 283, 307 Unified modeling language, 282 Undo, 251, 373, 385 UPnP, 180 URL, Uniform resource locator, 409 Usability, 204 Usability engineering, 185 Usability metrics, 291 Usability testing, 291 Useful product, 206 User centred design, 185 User Evaluation Areas, 303 User experience, 134, 186 Evaluation, 298 User interface, 306 User interface for WIMP, 370, 372 User journey map, 250 User story, 516 Utility, 206 UX, 186 Validation, 290 Value, 151, 156, 195, 204 Aesthetic, 456 Definition, 155 Design metaphor, 490 Measures, 304 Value based design, 231 Value sensitive design, 226 VSD, 226 Waste from high tech, 175 Waterfall model, 214 Wearability, 106 Wearable computer, 106 Wearware, 106 Web, 101 Web widget, 176 Weiser, Mark, 113, 117 Verification, 290 What if questions, 244 Wicked problem, 188 Widget, 176, 342 View, 330 WIMP, 370, 374, 380 WIMP, Golden rules, 372 Window Information design, 324 Wireframe, 329 Virtual reality, 45 Visceral, 191 Visual elements, 440 Visual information,
13 Visualization technique, 336 Voice recognition, 383 Voice-over, 315 Worth-mapping, 231 VR glasses, 47 VR, Virtual reality, 45 WYSIWYG, 430 XD, 186 Zoom, Hakan Gulliksson
School of Computer Science. Course Title: Introduction to Human-Computer Interaction Date: 8/16/11
Course Title: Introduction to Human-Computer Interaction Date: 8/16/11 Course Number: CEN-371 Number of Credits: 3 Subject Area: Computer Systems Subject Area Coordinator: Christine Lisetti email: lisetti@cis.fiu.edu
More informationInterface Design V: Beyond the Desktop
Interface Design V: Beyond the Desktop Rob Procter Further Reading Dix et al., chapter 4, p. 153-161 and chapter 15. Norman, The Invisible Computer, MIT Press, 1998, chapters 4 and 15. 11/25/01 CS4: HCI
More informationGLOSSARY for National Core Arts: Media Arts STANDARDS
GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of
More informationMap of Human Computer Interaction. Overview: Map of Human Computer Interaction
Map of Human Computer Interaction What does the discipline of HCI cover? Why study HCI? Overview: Map of Human Computer Interaction Use and Context Social Organization and Work Human-Machine Fit and Adaptation
More informationIntroduction. chapter Terminology. Timetable. Lecture team. Exercises. Lecture website
Terminology chapter 0 Introduction Mensch-Maschine-Schnittstelle Human-Computer Interface Human-Computer Interaction (HCI) Mensch-Maschine-Interaktion Mensch-Maschine-Kommunikation 0-2 Timetable Lecture
More informationENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS
BY SERAFIN BENTO MASTER OF SCIENCE in INFORMATION SYSTEMS Edmonton, Alberta September, 2015 ABSTRACT The popularity of software agents demands for more comprehensive HAI design processes. The outcome of
More information6 Ubiquitous User Interfaces
6 Ubiquitous User Interfaces Viktoria Pammer-Schindler May 3, 2016 Ubiquitous User Interfaces 1 Days and Topics March 1 March 8 March 15 April 12 April 26 (10-13) April 28 (9-14) May 3 May 10 Administrative
More informationCharting Past, Present, and Future Research in Ubiquitous Computing
Charting Past, Present, and Future Research in Ubiquitous Computing Gregory D. Abowd and Elizabeth D. Mynatt Sajid Sadi MAS.961 Introduction Mark Wieser outlined the basic tenets of ubicomp in 1991 The
More informationEffective Iconography....convey ideas without words; attract attention...
Effective Iconography...convey ideas without words; attract attention... Visual Thinking and Icons An icon is an image, picture, or symbol representing a concept Icon-specific guidelines Represent the
More informationDesign Fiction as a service design approach
Design Fiction as a service design approach Gert Pasman g.j.pasman@tudelft.nl Faculty of Industrial Design engineering, Delft University of Technology, NL Abstract Many of the techniques service designers
More informationELG 5121/CSI 7631 Fall Projects Overview. Projects List
ELG 5121/CSI 7631 Fall 2009 Projects Overview Projects List X-Reality Affective Computing Brain-Computer Interaction Ambient Intelligence Web 3.0 Biometrics: Identity Verification in a Networked World
More informationAuto und Umwelt - das Auto als Plattform für Interaktive
Der Fahrer im Dialog mit Auto und Umwelt - das Auto als Plattform für Interaktive Anwendungen Prof. Dr. Albrecht Schmidt Pervasive Computing University Duisburg-Essen http://www.pervasive.wiwi.uni-due.de/
More informationChapter 2 Understanding and Conceptualizing Interaction. Anna Loparev Intro HCI University of Rochester 01/29/2013. Problem space
Chapter 2 Understanding and Conceptualizing Interaction Anna Loparev Intro HCI University of Rochester 01/29/2013 1 Problem space Concepts and facts relevant to the problem Users Current UX Technology
More informationFP7 ICT Call 6: Cognitive Systems and Robotics
FP7 ICT Call 6: Cognitive Systems and Robotics Information day Luxembourg, January 14, 2010 Libor Král, Head of Unit Unit E5 - Cognitive Systems, Interaction, Robotics DG Information Society and Media
More informationAlternative Interfaces. Overview. Limitations of the Mac Interface. SMD157 Human-Computer Interaction Fall 2002
INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Alternative Interfaces SMD157 Human-Computer Interaction Fall 2002 Nov-27-03 SMD157, Alternate Interfaces 1 L Overview Limitation of the Mac interface
More informationUser Interface Software Projects
User Interface Software Projects Assoc. Professor Donald J. Patterson INF 134 Winter 2012 The author of this work license copyright to it according to the Creative Commons Attribution-Noncommercial-Share
More informationIEEE Internet of Things
IEEE Internet of Things Vint Cerf - December 15th 2015 Version for Email Context & Perception The Internet of Things is already amongst us The living room of the future The Internet of Things is hereofand
More informationR.I.T. Design Thinking. Synthesize and combine new ideas to create the design. Selected material from The UX Book, Hartson & Pyla
Design Thinking Synthesize and combine new ideas to create the design Selected material from The UX Book, Hartson & Pyla S. Ludi/R. Kuehl p. 1 S. Ludi/R. Kuehl p. 2 Contextual Inquiry Raw data from interviews
More informationlecture notes for method Observation & Invention
lecture notes for method Observation & Invention Konrad Tollmar, Interactive Institute... is a creative tool that highlight the value of interdisciplinary design teams. Different use of media that keep
More informationHaptic presentation of 3D objects in virtual reality for the visually disabled
Haptic presentation of 3D objects in virtual reality for the visually disabled M Moranski, A Materka Institute of Electronics, Technical University of Lodz, Wolczanska 211/215, Lodz, POLAND marcin.moranski@p.lodz.pl,
More informationin the New Zealand Curriculum
Technology in the New Zealand Curriculum We ve revised the Technology learning area to strengthen the positioning of digital technologies in the New Zealand Curriculum. The goal of this change is to ensure
More informationMeaning, Mapping & Correspondence in Tangible User Interfaces
Meaning, Mapping & Correspondence in Tangible User Interfaces CHI '07 Workshop on Tangible User Interfaces in Context & Theory Darren Edge Rainbow Group Computer Laboratory University of Cambridge A Solid
More informationDESIGN FOR INTERACTION IN INSTRUMENTED ENVIRONMENTS. Lucia Terrenghi*
DESIGN FOR INTERACTION IN INSTRUMENTED ENVIRONMENTS Lucia Terrenghi* Abstract Embedding technologies into everyday life generates new contexts of mixed-reality. My research focuses on interaction techniques
More informationVIEW POINT CHANGING THE BUSINESS LANDSCAPE WITH COGNITIVE SERVICES
VIEW POINT CHANGING THE BUSINESS LANDSCAPE WITH COGNITIVE SERVICES Abstract We no longer live in a world where automation is rare and predictive technology is new. In today s digital world, customers and
More informationEnduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.
Multimedia Design 1A: Don Gamble * This curriculum aligns with the proficient-level California Visual & Performing Arts (VPA) Standards. 1. Design is not Art. They have many things in common but also differ
More informationUser Experience. What the is UX Design? User. User. Client. Customer. https://youtu.be/ovj4hfxko7c
2 What the #$%@ is UX Design? User Experience https://youtu.be/ovj4hfxko7c Mattias Arvola Department of Computer and Information Science 3 4 User User FreeImages.com/V J FreeImages.com/V J 5 Client 6 Customer
More informationEthical issues raised by big data and real world evidence projects. Dr Andrew Turner
Ethical issues raised by big data and real world evidence projects Dr Andrew Turner andrew.turner@oii.ox.ac.uk December 8, 2017 What is real world evidence and big data? Real world evidence is evidence
More informationHUMAN COMPUTER INTERFACE
HUMAN COMPUTER INTERFACE TARUNIM SHARMA Department of Computer Science Maharaja Surajmal Institute C-4, Janakpuri, New Delhi, India ABSTRACT-- The intention of this paper is to provide an overview on the
More informationIndiana K-12 Computer Science Standards
Indiana K-12 Computer Science Standards What is Computer Science? Computer science is the study of computers and algorithmic processes, including their principles, their hardware and software designs,
More informationThe Mixed Reality Book: A New Multimedia Reading Experience
The Mixed Reality Book: A New Multimedia Reading Experience Raphaël Grasset raphael.grasset@hitlabnz.org Andreas Dünser andreas.duenser@hitlabnz.org Mark Billinghurst mark.billinghurst@hitlabnz.org Hartmut
More informationGame Design 2. Table of Contents
Course Syllabus Course Code: EDL082 Required Materials 1. Computer with: OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+. Windows XP & Vista are not supported; and server versions of Windows & OS X are not tested.
More informationModel 2.4 Faculty member + student
Model 2.4 Faculty member + student Course syllabus for human computer CS351D 1. Faculty member information: Name of faculty member responsible for the course Dr. Kahkashan Tabassum Office Hours Office
More informationCourse Descriptions / Graphic Design
Course Descriptions / Graphic Design ADE 1101 - History & Theory for Art & Design 1 The course teaches art, architecture, graphic and interior design, and how they develop from antiquity to the late nineteenth
More informationThe field of inquiry is extraordinarly diverse...
Design Research Seminar (INTRO) Andrea Botero C Media Lab UIAH Why? To inform onw's understanding (involve your personal values, something you can support personally and carry out professionally) Help
More informationRV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI
RV - AULA 05 - PSI3502/2018 User Experience, Human Computer Interaction and UI Outline Discuss some general principles of UI (user interface) design followed by an overview of typical interaction tasks
More informationOVERVIEW OF ARTIFICIAL INTELLIGENCE (AI) TECHNOLOGIES. Presented by: WTI
OVERVIEW OF ARTIFICIAL INTELLIGENCE (AI) TECHNOLOGIES Presented by: WTI www.wti-solutions.com 703.286.2416 LEGAL DISCLAIMER The entire contents of this informational publication is protected by the copyright
More informationINAM-R2O07 - Environmental Intelligence
Coordinating unit: Teaching unit: Academic year: Degree: ECTS credits: 2018 340 - EPSEVG - Vilanova i la Geltrú School of Engineering 707 - ESAII - Department of Automatic Control MASTER'S DEGREE IN AUTOMATIC
More informationpreface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...
v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)
More informationStorytelling For Services. March 19, :15-12:00pm Aalto BA Service Design
Storytelling For Services March 19, 2018 9:15-12:00pm Aalto BA Service Design 01 Hello! Karoline Kwon Service & UX Designer Graduate of Aalto Media Lab/USchool 2016 Digitalist Group Creative Tech consultancy
More informationDesigning for an Internet of Humans
Designing for an Internet of Humans The Route to Adoption of IoT Paul Grace pjg@it-innovation.soton.ac.uk 24 March 2017 IT Innovation Centre The IT Innovation Centre is an applied research centre advancing
More informationKeywords: Human-Building Interaction, Metaphor, Human-Computer Interaction, Interactive Architecture
Metaphor Metaphor: A tool for designing the next generation of human-building interaction Jingoog Kim 1, Mary Lou Maher 2, John Gero 3, Eric Sauda 4 1,2,3,4 University of North Carolina at Charlotte, USA
More informationDesigning for Spatial Multi-User Interaction. Eva Eriksson. IDC Interaction Design Collegium
Designing for Spatial Multi-User Interaction Eva Eriksson Overview 1. Background and Motivation 2. Spatial Multi-User Interaction Design Program 3. Design Model 4. Children s Interactive Library 5. MIXIS
More informationhow many digital displays have rconneyou seen today?
Displays Everywhere (only) a First Step Towards Interacting with Information in the real World Talk@NEC, Heidelberg, July 23, 2009 Prof. Dr. Albrecht Schmidt Pervasive Computing University Duisburg-Essen
More informationHUMAN-COMPUTER INTERACTION: OVERVIEW ON STATE OF THE ART TECHNOLOGY
HUMAN-COMPUTER INTERACTION: OVERVIEW ON STATE OF THE ART TECHNOLOGY *Ms. S. VAISHNAVI, Assistant Professor, Sri Krishna Arts And Science College, Coimbatore. TN INDIA **SWETHASRI. L., Final Year B.Com
More informationHow do you teach AI the value of trust?
How do you teach AI the value of trust? AI is different from traditional IT systems and brings with it a new set of opportunities and risks. To build trust in AI organizations will need to go beyond monitoring
More informationHELPING THE DESIGN OF MIXED SYSTEMS
HELPING THE DESIGN OF MIXED SYSTEMS Céline Coutrix Grenoble Informatics Laboratory (LIG) University of Grenoble 1, France Abstract Several interaction paradigms are considered in pervasive computing environments.
More informationMEDIA AND INFORMATION
MEDIA AND INFORMATION MI Department of Media and Information College of Communication Arts and Sciences 101 Understanding Media and Information Fall, Spring, Summer. 3(3-0) SA: TC 100, TC 110, TC 101 Critique
More information10/15/10. TouchIT. designing for physicality. topics spatial layout the body digital artefacts the body physiology. what is physical?
TouchIT cognition connects with computation designing for physicality Alan Dix Lancaster University www.hcibook.com/alan/ www.alandix.com when bodies touch technology material design topics spatial layout
More informationInformation and Communication Technology
Information and Communication Technology Lower Secondary Subject Area Guidelines November 2011 Contents Rationale... 3 Planning using these guidelines... 4 Mapping Essential Learnings and Year 10 Guidelines...
More informationComputer-Augmented Environments: Back to the Real World
Computer-Augmented Environments: Back to the Real World Hans-W. Gellersen Lancaster University Department of Computing Ubiquitous Computing Research HWG 1 What I thought this talk would be about Back to
More informationMarketing and Designing the Tourist Experience
Marketing and Designing the Tourist Experience Isabelle Frochot and Wided Batat (G) Goodfellow Publishers Ltd (G) Published by Goodfellow Publishers Limited, Woodeaton, Oxford, OX3 9TJ http://www.goodfellowpublishers.com
More informationDefinitions of Ambient Intelligence
Definitions of Ambient Intelligence 01QZP Ambient intelligence Fulvio Corno Politecnico di Torino, 2017/2018 http://praxis.cs.usyd.edu.au/~peterris Summary Technology trends Definition(s) Requested features
More informationTHE FUTURE OF STORYTELLINGº
THE FUTURE OF STORYTELLINGº PHASE 2 OF 2 THE FUTURE OF STORYTELLING: PHASE 2 is one installment of Latitude 42s, an ongoing series of innovation studies which Latitude, an international research consultancy,
More informationEnvision original ideas and innovations for media artworks using personal experiences and/or the work of others.
Develop Develop Conceive Conceive Media Arts Anchor Standard 1: Generate and conceptualize artistic ideas and work. Enduring Understanding: Media arts ideas, works, and processes are shaped by the imagination,
More informationCS 350 COMPUTER/HUMAN INTERACTION
CS 350 COMPUTER/HUMAN INTERACTION Lecture 23 Includes selected slides from the companion website for Hartson & Pyla, The UX Book, 2012. MKP, All rights reserved. Used with permission. Notes Swapping project
More informationQS Spiral: Visualizing Periodic Quantified Self Data
Downloaded from orbit.dtu.dk on: May 12, 2018 QS Spiral: Visualizing Periodic Quantified Self Data Larsen, Jakob Eg; Cuttone, Andrea; Jørgensen, Sune Lehmann Published in: Proceedings of CHI 2013 Workshop
More informationReadBox Project -Graphic Novel-
ReadBox Project -Graphic Novel- Creating a short Graphic novel or comic: explanation of the assignment The focus of this Readbox project is on creating a graphic novel or comic, based on a novel that you
More informationEnabling sustainable lifestyles The Low2No project in Jätkäsaari, Helsinki
Enabling sustainable lifestyles The Low2No project in Jätkäsaari, Helsinki Jan-Christoph Zoels Finland Jätkäsaari Helsinki Jätkäsaari Helsinki An architectural rendering by Sauerbruch Hutton of the future
More informationAppendix 2 Statoil: About our brand. 14 pages
Appendix 2 Statoil: About our brand 14 pages APPENDIX 2 - Page 1 of 14 Statoil Guidelines (October 2010) APPENDIX 2 - Page 2 of 14 Our brand is our logo, right? And correct use of colours? Yes. But it
More informationEDUCATIONAL PROGRAM YEAR bachiller. The black forest FIRST YEAR OF HIGH SCHOOL PROGRAM
bachiller EDUCATIONAL PROGRAM YEAR 2015-2016 FIRST YEAR OF HIGH SCHOOL PROGRAM The black forest (From the Tapies s cube to the Manglano-Ovalle s) From Altamira to Rothko 2 PURPOSES In accordance with Decreto
More informationUNIT 2 TOPICS IN COMPUTER SCIENCE. Emerging Technologies and Society
UNIT 2 TOPICS IN COMPUTER SCIENCE Emerging Technologies and Society EMERGING TECHNOLOGIES Technology has become perhaps the greatest agent of change in the modern world. While never without risk, positive
More informationFramework Programme 7
Framework Programme 7 1 Joining the EU programmes as a Belarusian 1. Introduction to the Framework Programme 7 2. Focus on evaluation issues + exercise 3. Strategies for Belarusian organisations + exercise
More informationUsing Mixed Reality as a Simulation Tool in Urban Planning Project for Sustainable Development
Journal of Civil Engineering and Architecture 9 (2015) 830-835 doi: 10.17265/1934-7359/2015.07.009 D DAVID PUBLISHING Using Mixed Reality as a Simulation Tool in Urban Planning Project Hisham El-Shimy
More informationHuman Computer Interaction (HCI, HCC)
Human Computer Interaction (HCI, HCC) AN INTRODUCTION Human Computer Interaction Why are we here? It may seem trite, but user interfaces matter: For efficiency, for convenience, for accuracy, for success,
More informationWho are these people? Introduction to HCI
Who are these people? Introduction to HCI Doug Bowman Qing Li CS 3724 Fall 2005 (C) 2005 Doug Bowman, Virginia Tech CS 2 First things first... Why are you taking this class? (be honest) What do you expect
More informationHuman-Computer Interaction
Human-Computer Interaction Prof. Antonella De Angeli, PhD Antonella.deangeli@disi.unitn.it Ground rules To keep disturbance to your fellow students to a minimum Switch off your mobile phone during the
More informationLUXOTTICA GROUP CORPORATE SOCIAL RESPONSIBILITY. June 13, 2017
LUXOTTICA GROUP CORPORATE SOCIAL RESPONSIBILITY June 13, 2017 LUXOTTICA S VISION OF SUSTAINABILITY http://www.luxottica.com/en/toseethebeautyoflife Luxottica: TO SEE THE BEAUTY OF LIFE In 2016 the Group
More informationVirtual Reality Based Scalable Framework for Travel Planning and Training
Virtual Reality Based Scalable Framework for Travel Planning and Training Loren Abdulezer, Jason DaSilva Evolving Technologies Corporation, AXS Lab, Inc. la@evolvingtech.com, jdasilvax@gmail.com Abstract
More informationInterior Design using Augmented Reality Environment
Interior Design using Augmented Reality Environment Kalyani Pampattiwar 2, Akshay Adiyodi 1, Manasvini Agrahara 1, Pankaj Gamnani 1 Assistant Professor, Department of Computer Engineering, SIES Graduate
More informationHUMAN-COMPUTER INTERACTION: OVERVIEW ON STATE OF THE ART
HUMAN-COMPUTER INTERACTION: OVERVIEW ON STATE OF THE ART Author: S. VAISHNAVI Assistant Professor, Sri Krishna Arts and Science College, Coimbatore (TN) INDIA Co-Author: SWETHASRI L. III.B.Com (PA), Sri
More informationSPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS
SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS Ina Wagner, Monika Buscher*, Preben Mogensen, Dan Shapiro* University of Technology, Vienna,
More informationLECTURE 5 COMPUTER PERIPHERALS INTERACTION MODELS
September 21, 2017 LECTURE 5 COMPUTER PERIPHERALS INTERACTION MODELS HCI & InfoVis 2017, fjv 1 Our Mental Conflict... HCI & InfoVis 2017, fjv 2 Our Mental Conflict... HCI & InfoVis 2017, fjv 3 Recapitulation
More informationHeads up interaction: glasgow university multimodal research. Eve Hoggan
Heads up interaction: glasgow university multimodal research Eve Hoggan www.tactons.org multimodal interaction Multimodal Interaction Group Key area of work is Multimodality A more human way to work Not
More informationNorthfleet Technology College Course Outline: Information Technology in a Global Society
Northfleet Technology College Course Outline: Information Technology in a Global Society Equivalent to ½ A level Introduction: What is ITGS Information Technology in a Global Society International refers
More informationHuman Computer Interaction Lecture 04 [ Paradigms ]
Human Computer Interaction Lecture 04 [ Paradigms ] Imran Ihsan Assistant Professor www.imranihsan.com imranihsan.com HCIS1404 - Paradigms 1 why study paradigms Concerns how can an interactive system be
More informationINTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT
INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT TAYSHENG JENG, CHIA-HSUN LEE, CHI CHEN, YU-PIN MA Department of Architecture, National Cheng Kung University No. 1, University Road,
More informationInteraction Concept: Transformative Transactions: Designing for New Banking Experiences
Project work 3 MA Interaction Design, year 2 Umeå Institute of Design Fall semester 2012. Weeks 46 02 Course 5ID082 Interaction Concept: Transformative Transactions: Designing for New Banking Experiences
More informationAbdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.
Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Multimedia Communications Research Laboratory University of Ottawa Ontario Research Network of E-Commerce www.mcrlab.uottawa.ca abed@mcrlab.uottawa.ca
More informationBID October - Course Descriptions & Standardized Outcomes
BID 2017- October - Course Descriptions & Standardized Outcomes ENGL101 Research & Composition This course builds on the conventions and techniques of composition through critical writing. Students apply
More informationConnecting museum collections and creator communities: The Virtual Museum of the Pacific project
University of Wollongong Research Online Faculty of Informatics - Papers (Archive) Faculty of Engineering and Information Sciences 2010 Connecting museum collections and creator communities: The Virtual
More informationUsing VR and simulation to enable agile processes for safety-critical environments
Using VR and simulation to enable agile processes for safety-critical environments Michael N. Louka Department Head, VR & AR IFE Digital Systems Virtual Reality Virtual Reality: A computer system used
More information7 Major Success Principles for The Urban Entrepreneur
Become a Mogul Training Guide Copyright All rights reserved. No part of this training guide may be reproduced or transmitted in any form or by any means electronic or mechanical, including photocopying,
More informationMECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES
INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL
More informationAMIMaS: Model of architecture based on Multi-Agent Systems for the development of applications and services on AmI spaces
AMIMaS: Model of architecture based on Multi-Agent Systems for the development of applications and services on AmI spaces G. Ibáñez, J.P. Lázaro Health & Wellbeing Technologies ITACA Institute (TSB-ITACA),
More informationpunto org General Editor Luigi Maria Sicca
punto org General Editor Luigi Maria Sicca 40 Tiziana Russo spena CRisTina Mele PRACTISING INNOVATION a sociomaterial view foreword Evert Gummesson preface Jim Spohrer afterword Paolo Stampacchia Editoriale
More informationDESIGNING UBICOMP MUTUAL INFLUENCES OF UBIQUITOUS COMPUTING AND DESIGN.
DESIGNING UBICOMP MUTUAL INFLUENCES OF UBIQUITOUS COMPUTING AND DESIGN. _A SHORT OUTLINE ON A PHD-PROJECT. JOCHEN DENZINGER // MARS EXPLORATORY MEDIA LAB FRAUNHOFER IMK SOMMER SCHOOL IN UBIQUITOUS COMPUTING,
More informationInformation products in the electronic environment
Information products in the electronic environment Jela Steinerová Comenius University Bratislava Department of Library and Information Science Slovakia steinerova@fphil.uniba.sk Challenge of information
More informationBIG IDEAS. Personal design choices require self-exploration, collaboration, and evaluation and refinement of skills. Learning Standards
Area of Learning: APPLIED DESIGN, SKILLS, AND TECHNOLOGIES BIG IDEAS Design for the life cycle includes consideration of social and environmental impacts. Personal design choices require self-exploration,
More informationMission Space. Value-based use of augmented reality in support of critical contextual environments
Mission Space Value-based use of augmented reality in support of critical contextual environments Vicki A. Barbur Ph.D. Senior Vice President and Chief Technical Officer Concurrent Technologies Corporation
More informationCognitive robots and emotional intelligence Cloud robotics Ethical, legal and social issues of robotic Construction robots Human activities in many
Preface The jubilee 25th International Conference on Robotics in Alpe-Adria-Danube Region, RAAD 2016 was held in the conference centre of the Best Western Hotel M, Belgrade, Serbia, from 30 June to 2 July
More informationBachelor s Degree in Audiovisual Communication. 3 rd YEAR Sound Narrative ECTS credits: 6 Semester: 1. Teaching Objectives
3 rd YEAR 5649 Sound Narrative Recognize, understand and appraise the concepts and elements that constitute radio broadcasting. Develop creative skills and ingenuity in wording, style, narratives and rhetoric
More informationDesigning the consumer experience
Designing the consumer experience Rick (H.N.J.) Schifferstein Delft University of Technology Challenge the future Pine & Gilmore (1999) 2 Retail experiences 3 4 What is an experience? 5 Framework of Product
More informationСonceptual framework and toolbox for digital transformation of industry of the Eurasian Economic Union
Сonceptual framework and toolbox for digital transformation of industry of the Eurasian Economic Union Dmitry Krupsky Head of Department of Economy of Innovation Activity, Ministry of Economy of the Republic
More informationA SURVEY ON HCI IN SMART HOMES. Department of Electrical Engineering Michigan Technological University
A SURVEY ON HCI IN SMART HOMES Presented by: Ameya Deshpande Department of Electrical Engineering Michigan Technological University Email: ameyades@mtu.edu Under the guidance of: Dr. Robert Pastel CONTENT
More informationMagic Touch A Simple. Object Location Tracking System Enabling the Development of. Physical-Virtual Artefacts in Office Environments
Magic Touch A Simple Object Location Tracking System Enabling the Development of Physical-Virtual Artefacts Thomas Pederson Department of Computing Science Umeå University Sweden http://www.cs.umu.se/~top
More informationA Smart Home Experience using Egocentric Interaction Design Principles
12 IEEE 15th International Conference on Computational Science and Engineering A Smart Home Experience using Egocentric Interaction Design Principles Dipak Surie Dept. of Computing Science Umeå University,
More informationDesign and Technology
2007 HIGHER SCHOOL CERTIFICATE EXAMINATION Design and Technology Total marks 40 Section I Pages 2 4 General Instructions Reading time 5 minutes Working time 1 1 hours 2 Write using black or blue pen Write
More informationDesign and Technology Subject Outline Stage 1 and Stage 2
Design and Technology 2019 Subject Outline Stage 1 and Stage 2 Published by the SACE Board of South Australia, 60 Greenhill Road, Wayville, South Australia 5034 Copyright SACE Board of South Australia
More informationIntroduction to probing
Introduction to probing Tuuli Mattelmäki University of Art and Design Helsinki School of Design tuuli.mattelmaki@taik.fi www.designresearch.uiah.fi Experience economy (Pine & Gilmore 1998): experiences
More informationInteractions and Applications for See- Through interfaces: Industrial application examples
Interactions and Applications for See- Through interfaces: Industrial application examples Markus Wallmyr Maximatecc Fyrisborgsgatan 4 754 50 Uppsala, SWEDEN Markus.wallmyr@maximatecc.com Abstract Could
More information